Actually wwylele researched it LLE'ing the DSP in the citra would probably fix xy

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I know seen it at the tieba baidu / not sure if a lowed to post it since the page has no build of citra to it...

Cat out the bag / since OCT 2017, Was Posted to Me, But cannot find the original post..

EDIT: immediate mode ?..

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Also, i have new informations about Pokemon XY :
<jroweboy> right, it sounds like to me like its not a fatal error state or anything like that, its just doing something like "while (event not signalled) draw black transition screen"
<jroweboy> i was going to look into reing the dsp pipe3 stuff because i'm curious to see if that has some mystical "audio callback" or something that would tell the game that an audio effect finished
<jroweboy> so what i'm trying to say, is i wonder if its because pipe3 isn't researched, we aren't triggering the pipe interrupt for it, and the game will just sit there waiting for the interrupt
<jroweboy> (we only trigger the dsp interrupt for pipe2 right now when its initialized or on wakeup)
<Subv> we always trigger the pipe 3 interrupt event along with the audio pipe event
<Subv> pipe2 is audio
<Subv> the game isn't waiting on any event, nor does it poll any event's completion status via WaitSynchronization(no_timeout)
<jroweboy> where are you seeing that we trigger pipe3 interrupt? and the names are just guess work as far as I remember (@merry could clarify that point)
<Subv> see AudioTickCallback
<Subv> the game draws that black quad using immediate mode, btw
<jroweboy> ah shoot, didn't see that one in my searching :/ I was looking at pipe.cpp where the actual implementations go
<merry> most games check https: //github. com /citra-emu/citra/blob/master/src/audio_core/hle/dsp.h#L326 to see if things finish playing afaik
<Subv> why are we so sure it's audio that's causing the problem?
<jroweboy> no one but the users are ;) but there aren't any other current explanations, and the fact that games that use pipe3 all freeze in different places means its something that should be looked into.
<jroweboy> or at least suggests that
<merry> personally I'd wait for DSP LLE
<merry> if that's the case
<jroweboy> DSP LLE... hmm... i wonder if there was anyone around here thats interested in running LLE components ;D
<merry> i'd probably not push it to citra officially? it'll probably just be one of my experiment things
<jroweboy> i'm just making a little joke about how Subv's lately been putting a bunch of effort into running lle services along side hle ones

The best way to test that so far is to try it out with Bravely Default.
When the FramePacing is okei, it will always show 30 FPS in the lower-right part of the screen,
if it's not, it will display more than 30, usually between 37 and 41 FPS (which makes the animations of the game choppy).
The Builds that don't have this problem so far are the ones BEFORE SpeedUp_HMW (1.0.30).
Missing_Part_Of_PIPE3-ReBased (1.0.49) is the only build AFTER 1.0.29 that DOES NOT have any problem with FramePacing.
Both 1.0.47, 1.0.50 and 1.0.52 have the problem.
Hope this feedback helps.

game should be 30, yet registers 25 as full speed, sometimes 24 or 26.
massive stutters too.

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It seems that to have constant 30 FPS and no stuttering in 7th Dragon, you should use builds BEFORE SpeedUp_HMW (1.0.30), just like Bravely Default.
Missing_Part_Of_PIPE3-ReBased (1.0.49) is the only build AFTER 1.0.29 that DOES NOT have any problem with FramePacing.
Both 1.0.47, 1.0.50 and 1.0.52 have the problem.
Any versione after that will cause that kind of problem.

Also, after build dy (1.0.26), Pokemon Alpha Sapphire will have increased boot time, till the last one, where is tripled.

It seems that to have constant 30 FPS and no stuttering in 7th Dragon, you should use builds BEFORE SpeedUp_HMW (1.0.30), just like Bravely Default.
Missing_Part_Of_PIPE3-ReBased (1.0.49) is the only build AFTER 1.0.29 that DOES NOT have any problem with FramePacing.
Both 1.0.47, 1.0.50 and 1.0.52 have the problem.
Any versione after that will cause that kind of problem.

Also, after build dy (1.0.26), Pokemon Alpha Sapphire will have increased boot time, till the last one, where is tripled.

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i have 2 builds i use, the clang 5.0 fron tabnk and the 12-12 build from drwhojan, both have good framepacing, but the tabnk build shows no image in dragon quest monster joker 3, while drwhojan build does show it. Both builds have fast pokemon load times and good fmv speed.

It will probably take a while before i will switch to a newer build, seeing they break more than fix at this point xD

i have 2 builds i use, the clang 5.0 fron tabnk and the 12-12 build from drwhojan, both have good framepacing, but the tabnk build shows no image in dragon quest monster joker 3, while drwhojan build does show it. Both builds have fast pokemon load times and good fmv speed.

It will probably take a while before i will switch to a newer build, seeing they break more than fix at this point xD

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The good FMV speed in 12/12 build was way be four the New Core was added to Citra, and did not effect the the framepacing in game play in the slightest.., how even this new core timing that the mods added, dose merge both game play and FMV in one, making hard to change one without the other effected.
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I have no idea why that's doing that for you and not for me.., maybe it's the game you are using..

Why do I feel so lol...

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Thanks for letting us know!, made we should replace the "ticks" word in the build, and see if it still works.

Maybe someone has the Save file to upload ?, Then i can try for myself..

— Posts automatically merged - Please don't double post! —

The good FMV speed in 12/12 build was way be four the New Core was added to Citra, and did not effect the the framepacing in game play in the slightest.., how even this new core timing that the mods added, dose merge both game play and FMV in one, making hard to change one without the other effected.
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